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Don't think that's possible without some sort of counter-strike overview map implemented as part of a mod or something
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Posted 6 years ago2018-08-19 15:55:47 UTC
in Xbox 360 with XNA Sunburn Post #340606
I can't imagine trying to homebrew a Dreamcast would be any easier - have you considering trying to conquer smaller tasks that maybe aren't as ambitious but are actually doable in a reasonable period of time?
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Posted 6 years ago2018-08-17 14:53:28 UTC
in Competition 35: Vanilla Half-Life Post #340582
SSB, it was just a joke about how the competition is being as close to half-life / vanilla as possible, so the joke was that to be vanilla / original, they would use the outdated and dysfunctional original compile tools and worldcraft. It's nothing to get up in the air about.

Think I've got the plan for my map already in my head. Just to confirm, it's meant to look as if it's part of Black Mesa, but not necessarily something we've seen before or include recognisable areas, right?
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Posted 6 years ago2018-08-15 12:06:42 UTC
in (Release) Half-Life: Echoes Post #340546
Haven't had a chance to play it yet, but most people on Facepunch are practicslly creaming over the mod. You've clearly done something pretty good man!
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Posted 6 years ago2018-08-14 15:39:22 UTC
in Competition 35: Vanilla Half-Life Post #340538
I'm so glad there's a rule to stick to normal HL architecture. Will mean I'll have to force myself to stick to low detail which hopefully means I can actually get around to make a full, proper entry.
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Posted 6 years ago2018-08-11 02:55:31 UTC
in The ~Video Game Music~ Thread Post #340478
I think tracker music being made with "passion unlike modern music" is a bit of a trope, honestly I think the unique sound is genuinely just down to how it's constructed. Rather than something like MIDI where only instrument and note data is saved ( and thus it's up to the midi device to decide what the instruments sound like), tracker files usually self contain the samples of the instruments inside it, allowing the instruments to be totally defined by the composer but it's still ultimately being made by the sound engine at runtime (allowing stuff like tempo changes or instruments being added / removed on the fly ). I think that's the real unique part of tracker music.

There's a game called Rez for the PS2 and I think PS4, this took advantage of trackers but cutting existing tracks into chunks that a tracker could use, and then adding beats, individual samples etc. On the fly in time with the music. Real cool, shame it hasn't had any form of sequel
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Posted 6 years ago2018-08-09 14:54:17 UTC
in The ~Video Game Music~ Thread Post #340462
Fucking love VG soundtracks me. I could post literally anything from Metroid, but one of the more impressive soundtracks that's underrated is the Total Annihilation OST. A full bloody orchestra!

This is my fave by far:
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What? You think source is easier than Goldsrc? I think the opposite!

There's a few rules you need to follow, such as ensuring your texture dimension are powers of two, and that your image is (finally saved) as an 8bit BMP file.

If you're using Photoshop this is crazy easy, just make a texture as normal and then change the image mode to indexed colour once finished, and Photoshop will do it's best to find out the best palette that keeps the image as close to the original as possible. Drag and drop your final image into Wally, save as a wad, it's literally that easy.

Wads are completely self contained, so once your images are in the wad file, that is the only thing you need to keep in your folder. You don't need to keep the individual images around like with vtfs
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Posted 6 years ago2018-05-27 19:44:59 UTC
in SharpLife - Dot Net Core based modding p Post #339710
Former definitely seems like the best option, if you rush to support operationality people will observe it as sort of "Spirit of HL 2" rather than fully realise the potential of what's at hand. Feel like people need stuff to work and play with from the get-go rather than trickle down over time.

Having an initial framework also allows the opportunity for there to be decent documentation from the get-go, something which UE4/UDK seriously suffered without in its infancy.
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Posted 6 years ago2018-05-22 08:16:30 UTC
in Sentences.txt - no lip sync Post #339683
Honestly, audacity has given me nothing but trouble when trying to export to WAV. Almost never seems to want to export in the bit depth & sample rate I select.

I'd suggest using GoldWave (technically free for non-commercial) , when saving files you can really easily select it from a drop down menu. Make sure that you use the "Resample" effect in the effects tab to reduce the sample rate from 44.1kHz to 11.025kHz.
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Posted 6 years ago2018-05-10 16:24:35 UTC
in Half-Life RPG (one for the coders) Post #339550
@Urby - video.. Guys been fairly quiet but looks like some of the shit is there.

@Rim

Yeeahhh, gueuegh, I don't know. I was a big fan of visual coding like that back when I used construct and attempted UE4, but I've realised that it's all really just a bit pointless and you should really delve into actual code. Visual scripting is very good to get the baseline logic down, but there'll be a point that there will be something you want to do but are limited by what's been made available to you.

Learn something piss easy like Python, then move onto more complex things. Got a pretty start writing my own framework and base for Love2D, a 2d engine based on Lua. Shame lua's a fucking shit language - vaguely OOP and has really dumb shit like array indices starting at 1
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Posted 6 years ago2018-05-10 11:37:54 UTC
in Half-Life RPG (one for the coders) Post #339543
Urby, have a look at this "vault 88" or "vault 77" thing someone on YouTube was doing. It's incredibly similar to what you are asking in the goldsrc engine
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Posted 6 years ago2018-05-08 11:18:23 UTC
in SharpLife - Dot Net Core based modding p Post #339519
Putting anything to do with Half life into a C# environment gets a big ol' thumbs up from me. Very happy to see C# get popular, Facepunch are doing a "gmod 2" by putting a layer of C# over UE4 for ease of use purposes. Would be great to see!
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Posted 6 years ago2018-05-05 13:43:21 UTC
in Windows XP usage Post #339498
Windows 10, no idea why anybody in this day in age would still use XP. Plenty of programs I've been using have been phasing out XP support over the last couple years.

XP was released 17 years ago, think it's time people moved onto an objectively more stable OS.
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Posted 6 years ago2018-04-23 16:55:09 UTC
in Post your screenshots! WIP thread Post #339418
Inspired by Victor, doing some oldskooly things. Sticking to a large grid size so I don't overdetail like I always do, trying to use really saturated lights to give it a Doom 64 / Quake 64 vibe. Also made a bunch of light textures w/ corresponding color temperatures - automatically makes things look peng.
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Posted 6 years ago2018-04-23 16:51:41 UTC
in Revert3D Post #339417
nothing "needs" to be used. It's old and outdated, seems to no longer be developed for, hugely lacking in features (even in comparison to goldsrc). There's a reason things vanish, and that's because they become obsolete - just like this engine. I know you want to make projects using it, but you can't force people to want to use something they have no interest in
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Posted 6 years ago2018-04-23 15:11:38 UTC
in Revert3D Post #339415
Not sure it does to be honest
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Posted 6 years ago2018-04-22 18:28:54 UTC
in Post your screenshots! WIP thread Post #339411
Looking good! What's the solution to stuff like this, have never figured it out?
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Also pissing about with trying to stick to a big grid size to stop myself from over-detailing shit, and experimenting with from-scratch textures (ie. no overlays or use of stuff from textures.com )
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Posted 6 years ago2018-04-20 20:13:38 UTC
in Now Gaming: ... Post #339398
oh my god fallout 4 was such a disappointing snoozefest. Since I saw the E3 footage I was giddy as hell with excitement, come release day... still haven't even got halfway through the main story yet. Suffered from Borderland's "but if the guns are totally customizable we only need like 3 right?". That, and the settlement system which I literally could not give a shit about apart from being forced to use it at certain parts of the game.. the game really seemed like "let's just take popular F3 mods and make them part of the game, without really thinking about it too much". I still think F3 and NV are superior in almost all ways.
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Posted 6 years ago2018-04-20 13:15:56 UTC
in Best Half-Life Chapter Tournament Post #339397
BMI. Anomalous materials is certainly worldbuilding, but the intro is far too unique and iconic in comparison.
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Posted 6 years ago2018-04-15 09:40:52 UTC
in Best Half-Life Chapter Tournament Post #339325
Black mesa inbound.

One of the most iconic video game opening sequences in my opinion. Definitely stuck with me as a child, I always wondered how barney managed to get onto that platform..
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Posted 6 years ago2018-04-13 17:48:57 UTC
in Best Half-Life Chapter Tournament Post #339309
well, we cant'y say for certain that it's unethical, but the point is that it's questionable
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Posted 6 years ago2018-04-03 11:51:27 UTC
in Best Half-Life Chapter Tournament Post #339163
power up 4 defs; endgame is an art peice rather than exciting bit of gameplay
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Posted 6 years ago2018-04-02 20:52:29 UTC
in Post your screenshots! WIP thread Post #339149
Now it's looking a lot like Red Faction. Keep it up!

@Trempler are those DN3D sounds I hear? Direction seems like SS2 had a child with Natural Selection. I can feel a dissonance between the high quality lights and refraction in water with the engine - low quality sounds, fully lit models, that inconsistent texture pack that I see everywhere.. I like the idea you're going for, just unsure whether that approach with GoldSrc is the best shout. Feels like Source would be a much better shout if you want to stick with HQ models and effects
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Posted 6 years ago2018-03-25 15:48:47 UTC
in Post your screenshots! WIP thread Post #339104
Victor, I absolutely love all of the stuff you produce. The what, 8 bit gif you have just reinforces such a "quake 2 but not naff" vibe. Really, really love it. Is the condensation getting less visible at the bottom or am I making that up?
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Posted 6 years ago2018-03-15 17:41:18 UTC
in Post your screenshots! WIP thread Post #339028
Victor, that's so beautiful. What does it look like with filtered textures on rather than off?
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Posted 6 years ago2018-02-15 17:06:36 UTC
in Post your screenshots! WIP thread Post #338834
Victor I absolutely love that artstyle & vibe you've gone for. Hope this is for a mod and not just death match maps!

Yeeeeaaahh don't see J.A.C.K being massively adopted by anyone. I tried using VHE to create .obj files and that turned out so awfully that I resorted to properly learn blender
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Posted 6 years ago2018-01-04 17:01:52 UTC
in Help me Post #338562
Without trying to be rude man, have you considered seeing a therapist or doctor? You seem to have this wild, entirely unprovoked mood swings that cause you to make these strange and confusing posts. Why are you talking about PC gaming being overrated - what relevance does that have to anything? Does it matter if people love the content you create? as long as you like it, doesn't really matter what anyone else thinks to be honest. And why on earth do you keep coming back to this site, then claiming out of nowhere that you don't want to be here or don't belong, disappear, then come back with some deviantart apology? Your behaviour is erratic man, please speak to someone in real life, not over the internet. It's concerning.

Maybe the reason you aren't getting support for these things is because nobody can understand what you're talking about?
Games are difficult and take forever to make. There's a reason proper indie developers can disappear for years on end trying to make stuff; it's a time consuming process to do correctly. If you enter expecting to make AAA gold, you're wasting your time. If you enter expecting what you make to be a failure, you're wasting your time. Be an optimist for once, that's coming from me, a nihilistic pessimist.
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Posted 6 years ago2017-12-30 16:17:01 UTC
in Post your screenshots! WIP thread Post #338527
Throwing some serious shade there, arch!
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Posted 6 years ago2017-12-24 14:47:08 UTC
in Post your screenshots! WIP thread Post #338485
Oooh, very cool - very cool
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Posted 6 years ago2017-12-22 12:49:01 UTC
in Old HL1 mapping tutorial sites? Post #338472
I remember there was a site that hosted a metric shitload of prefabs and such that I'd actually burned onto a ( now broken ) disc years ago, I think they had tutorials as well but they had an absolute wealth of interesting content. Can't really remember their name, think it was gamedesign or something, might be worth checking
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Posted 6 years ago2017-12-20 14:48:22 UTC
in Post your screenshots! WIP thread Post #338441
oui, dey be caged lights. Only reason the cage is on them is so something doesn't swing / hit into it and smash the glass so they're mostly used in industrial applications. Probably wouldn't be used on the almost street lighting you've got going on but it fits the aesthetic so well so w/e
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Posted 6 years ago2017-11-29 02:02:08 UTC
in Post Your Desktops Post #338244
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Nice 'n minimal. Nothing cleaner than a hidden taskbar
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Posted 6 years ago2017-11-25 14:12:11 UTC
in Post your screenshots! WIP thread Post #338206
Wouldn't it be much better to adjust the brushwork now rather than after you've completed half the map? If anything, for making sure everything is still on grid?
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Posted 6 years ago2017-11-24 22:49:27 UTC
in Post your screenshots! WIP thread Post #338200
Your scale is massively off, you're about 1.5x what it should be by the looks of it
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Posted 6 years ago2017-11-23 21:55:18 UTC
in Back without being a prick Post #338186
Impressive, just over 24 hours before you had a meltdown. Is that a new record?
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Posted 6 years ago2017-11-23 18:47:43 UTC
in Here Post #338179
I mean grats for trying to troll, but tbh you're not even good at that
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Posted 7 years ago2017-11-22 02:47:19 UTC
in Post your screenshots! WIP thread Post #338141
I'm starting to get worried that I'm going a bit overboard on faces / brushes. Just a couple quick questions:

1 ) Do faces that are textured in BEVEL contribute to the overall amount of faces in game?
2 ) If so, does this negatively affect performance?
3 ) Is there any performance or resource benefit to making func_details passable, and then manually creating a much simpler clip hull?

MERGE
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Bit more progress. Half the time working on this is being spent making textures, rather than mapping itself. So far the plan seems to be making each "big" room / section in their own maps, and then stitching them into a big one, once I know each small area is perfected. Wish JACK / sledge supported instances, cause this'd be a perfect use for it.
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Posted 7 years ago2017-11-21 11:39:15 UTC
in Post your screenshots! WIP thread Post #338133
I'm having too much fun making it, so I hope I'll actually make the entire thing. Played Sven with a bunch of uni mates a couple days back and remembered how fun it was, and the sense of humor maps like toonrun had. Feel like the game is overdue for something more modern.
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Posted 7 years ago2017-11-21 03:23:41 UTC
in Need Inspiration (Engine Room) Post #338126
Post a screenshot of what you have so far. We'd need something to work on
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Posted 7 years ago2017-11-20 21:38:55 UTC
in Post your screenshots! WIP thread Post #338123
Wonder how Alex Jones makes all of his strange supplements?
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I feel I'm channeling my inner Postal 2 with this map
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